update minitaur.py to use minitaur.urdf (instead of quadruped.urdf), also sort the legs in the same order as real hardware
added test urdf files for minitaur with all fixed joints, or fixed knees. added some stiffness/damping to minitaur legs (testing) tiny_obj_loader, don't crash on invalid texture coordinates btMultiBodyConstraintSolver: sweep back and forward to reduce asymmetry
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@@ -48,9 +48,11 @@ btScalar btMultiBodyConstraintSolver::solveSingleIteration(int iteration, btColl
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}
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//solve featherstone normal contact
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for (int j=0;j<m_multiBodyNormalContactConstraints.size();j++)
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for (int j0=0;j0<m_multiBodyNormalContactConstraints.size();j0++)
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{
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btMultiBodySolverConstraint& constraint = m_multiBodyNormalContactConstraints[j];
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int index = iteration&1? j0 : m_multiBodyNormalContactConstraints.size()-1-j0;
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btMultiBodySolverConstraint& constraint = m_multiBodyNormalContactConstraints[index];
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btScalar residual = 0.f;
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if (iteration < infoGlobal.m_numIterations)
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@@ -68,11 +70,13 @@ btScalar btMultiBodyConstraintSolver::solveSingleIteration(int iteration, btColl
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//solve featherstone frictional contact
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for (int j=0;j<this->m_multiBodyFrictionContactConstraints.size();j++)
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for (int j1=0;j1<this->m_multiBodyFrictionContactConstraints.size();j1++)
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{
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if (iteration < infoGlobal.m_numIterations)
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{
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btMultiBodySolverConstraint& frictionConstraint = m_multiBodyFrictionContactConstraints[j];
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int index = iteration&1? j1 : m_multiBodyFrictionContactConstraints.size()-1-j1;
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btMultiBodySolverConstraint& frictionConstraint = m_multiBodyFrictionContactConstraints[index];
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btScalar totalImpulse = m_multiBodyNormalContactConstraints[frictionConstraint.m_frictionIndex].m_appliedImpulse;
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//adjust friction limits here
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if (totalImpulse>btScalar(0))
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